BTDubs, This in not the first time i've ever seen/heard this used before. There was this whole running joke between me and my friends a year or so ago where we would think of some ridiculous thing and call it "Impossibru"
Ah, I see. I've seen different modpacks try and deal with that in different ways; things like Project Ozone 2 either used items with no EMC value for high-end recipes, or else things which needed so much of an item that EMC generation was the only way to make them! Both of which might be undesirable, depending on your viewpoint. But, if you want mining to always be a thing (which I know I would for most packs) then it definitely has no place.Post-scarcity, is that point at which you're no longer having to wait on resources to complete a project. There's no need to stop in the middle to go mine diamonds, or search for redstone to craft/wire something up. The moment you get EE, it's just a matter of tossing in something you don't need to pull out the stuff you do need, and so now nothing is scarce or rare. To whit, you now have infinite resources.
That's a damn good question, actually.I'm not expecting Thaumcraft to drop until 1.11 (possible prior, but I'll not hold my breath). If it's out in time, does it make the pack, or is it a wait and see how drastically different it is? I know nostalgia is your goal, so any crazy reimagining might be too far outside your scope.
Just to clarify, I'm not suggesting that you necessarily play the kitchen sink packs. I'm saying the kitchen sink packs already contain the closest there is to the old stuff right now. I've poured through the 1.10 mods I can find everywhere and the vast majority of the good ones are already in Beyond, and the big ones are almost ALL in there already (and also in Direwolf). That's because 1.10.2 is a temporary resting point, I think.
Resting point, Not so sure..... Mojang is about to release 1.12 within the next week or so they are releasing Snapshots as of now...
Resting point, Not so sure..... Mojang is about to release 1.12 within the next week or so they are releasing Snapshots as of now...
Indeed there have been many confirmations that 1.10 is already on its way out. Beyond Expert Mode is planned as a separate pack to be launched in 1.11, and a Mojang rep had said a good while ago that quick releases are planned for MC until somewhere around 1.17, at which point they will need to overhaul so much code that it will be similar to the 1.7->1.8 move. This means all modding done from 1.8 through whatever version they finally hit that hard stop wall will be temporary. The good news is, updating from version to version seems to be quick and mostly stable on these quick releases, so making a mod for 1.10+ is still worthwhile since the overall lifespan of the mod is likely larger than just one version - something that doesn't happen too often without substantial rewrites usually.That's my point. That this 1.10.2 era that's picked up steam right now is temporary. The new versions are coming fast and it'll be a while before another stable period like 1.7.10 comes around.
BC is betting on 1.11 being the next industry standard, and it makes sense for them to not backport to 1.10 after having made that decision. I just think it's a rather silly decision on their part.
Great update asiekierka, thanksYou're incorrect in terms of what the team is supposedly betting on, I'm afraid. If you tried out the current releases of BuildCraft for 1.11.2, you'd quickly find that they're very far from being stable - features such as robots or kinesis pipes (which are especially important due to BuildCraft moving back to having its own energy system) are simply missing, and a lot of the other content is unfinished (such as fillers or the new refining system), rough around the edges or simply unstable.
The new BuildCraft team chose to rewrite major parts of BuildCraft's source code. There are many reasons for that - some of them include the fact that the 1.8.9 port made the codebase a lot more painful to work with than it used to be due to yet another year of duct taping and that the MMPLv1 license has certain issues that we sought to avoid by relicensing the entire project, which involves rewriting content provided by those who did not agree to said relicensing.
The reason BuildCraft has moved on to 1.11.2 is because a stable version of BuildCraft beyond 1.7.10 is still months away and, since new code is being written, it's best to target the latest version to avoid unnecessary porting and thus wasted time. The community, as history shows, will catch on anyway - if not in 1.11.2, then in 1.12, or 1.13, or maybe even 1.14 - however, BuildCraft will hopefully be ready by then.
If you want to play BuildCraft with other mods right now, we highly recommend you stay on 1.7.10 for the time being, which has received bugfix releases as late as last month and may receive bugfix releases in the future if necessary.
Unfortunately, the reality for a lot of us, given that the tipping-point of the modding community is now past 1.7.10, is that if we want to play a given mod that hasn't ported to 1.10+, we just have to be miserable and not play that mod. Case in point for me in addition to BC is, say, Thaumcraft 5. To a lesser extent Reika's mods.
Well, thank you for the update, but it sounds like you're moving further and further away from me ever wanting to have anything to do with it. One of the reasons I was willing to try BC again was because it was on the same RF system everyone BUT IC2 and dependents use. If you're going to yet another standard... that's pretty much a deal-breaker for me.You're incorrect in terms of what the team is supposedly betting on, I'm afraid. If you tried out the current releases of BuildCraft for 1.11.2, you'd quickly find that they're very far from being stable - features such as robots or kinesis pipes (which are especially important due to BuildCraft moving back to having its own energy system) are simply missing, and a lot of the other content is unfinished (such as fillers or the new refining system), rough around the edges or simply unstable.
The new BuildCraft team chose to rewrite major parts of BuildCraft's source code. There are many reasons for that - some of them include the fact that the 1.8.9 port made the codebase a lot more painful to work with than it used to be due to yet another year of duct taping and that the MMPLv1 license has certain issues that we sought to avoid by relicensing the entire project, which involves rewriting content provided by those who did not agree to said relicensing.
I... haven't played with 1.7.10 in months. At this point, I consider this a step backwards. There were so many things wrong with 1.7.10 that have since been fixed, including some serious stability and lag issues that are... at least less bad. Heck, FastCraft for 1.7.10 is pretty much 'the rendering system from 1.8 which doesn't lag you out, plus a few tweaks', if my understanding is correct.The reason BuildCraft has moved on to 1.11.2 is because a stable version of BuildCraft beyond 1.7.10 is still months away and, since new code is being written, it's best to target the latest version to avoid unnecessary porting and thus wasted time. The community, as history shows, will catch on anyway - if not in 1.11.2, then in 1.12, or 1.13, or maybe even 1.14 - however, BuildCraft will hopefully be ready by then.
If you want to play BuildCraft with other mods right now, we highly recommend you stay on 1.7.10 for the time being, which has received bugfix releases as late as last month and may receive bugfix releases in the future if necessary.
Logistics Pipes has a hard dependency upon BuildCraft. It doesn't matter if it uses BC extensively, or incidentally, as long as that hard dependency is kept, you CANNOT have LP without BC, and since BC is not out for 1.10.2... neither can LP. Definition case. To remove that hard dependency would require at least some additional work on the part of the developers which, as you said, are quite busy with actual life at the moment. But, as it currently stands, they could not release LP for 1.10.2 even if they wanted to without removing that hard dependency.Also, to correct one more note that I've seen in this thread: As of 0.9, Logistics Pipes's dependency on BuildCraft isn't really grounded in anything but recipes and needing to add a few more ifs. The reason Logistics Pipes has not updated is not BuildCraft; rather, as far as I know, it's the RS485 team being very busy with real life activities.
Well, thank you for the update, but it sounds like you're moving further and further away from me ever wanting to have anything to do with it. One of the reasons I was willing to try BC again was because it was on the same RF system everyone BUT IC2 and dependents use. If you're going to yet another standard... that's pretty much a deal-breaker for me.
I also do not like the term 'relicensing', because every time I've seen this, it goes from a less restrictive to a more restrictive license, which I don't much care for.
I... haven't played with 1.7.10 in months. At this point, I consider this a step backwards. There were so many things wrong with 1.7.10 that have since been fixed, including some serious stability and lag issues that are... at least less bad. Heck, FastCraft for 1.7.10 is pretty much 'the rendering system from 1.8 which doesn't lag you out, plus a few tweaks', if my understanding is correct.
Having said that, if you anticipate that long in your development cycle, then I absolutely understand why you aren't even trying for a 1.10.2 release.
Logistics Pipes has a hard dependency upon BuildCraft. It doesn't matter if it uses BC extensively, or incidentally, as long as that hard dependency is kept, you CANNOT have LP without BC, and since BC is not out for 1.10.2... neither can LP. Definition case. To remove that hard dependency would require at least some additional work on the part of the developers which, as you said, are quite busy with actual life at the moment. But, as it currently stands, they could not release LP for 1.10.2 even if they wanted to without removing that hard dependency.